# Preload Model
Grammar — Preload file|Model File queue|Immediately/For Next Map
Flags —Native
|Action
Preloads a model file. The file must be explicitly identified (it won’t work if you plug in a variable to that parameter). Preloading will force an asset or data entry to be loaded into memory before the map starts, rather than be loaded on demand as the map runs.
# Arguments
string
[ filepath ] — Filebool
[ preset::PreloadQueue ] — Queue
Returns — void
native void PreloadModel(string path, bool queue);
# Related
Category: Game / Preloading
- [F] —
void
— Preload Asset — ( PreloadAsset ) - [F] —
void
— Preload Image — ( PreloadImage ) - [F] —
void
— Preload Layout — ( PreloadLayout ) - [F] —
void
— Preload Model — ( PreloadModel ) - [F] —
void
— Preload Model Animation — ( libNtve_gf_PreloadModelAnimation ) - [F] —
void
— Preload Model Object — ( libNtve_gf_PreloadModelObject ) - [F] —
void
— Preload Movie — ( PreloadMovie ) - [F] —
void
— Preload Object — ( PreloadObject ) - [F] —
void
— Preload Scene — ( PreloadScene ) - [F] —
void
— Preload Script — ( PreloadScript ) - [F] —
void
— Preload Sound — ( PreloadSound ) - [F] —
void
— Preload Sound Object — ( libNtve_gf_PreloadSoundObject ) - [F] —
void
— Preload Soundtrack — ( libNtve_gf_PreloadSoundtrack ) - [F] —
void
— Preload Unit — ( libNtve_gf_PreloadUnit )
# Examples
# campaigns/void.sc2campaign
// L990
PreloadModel("Assets\\Units\\Protoss\\PurifierMatrix\\PurifierMatrix.m3", false)
// L991
PreloadModel("Assets\\Effects\\Protoss\\ProtossLargeUnitDeath\\ProtossLargeUnitDeath.m3", false)
// L992
PreloadModel("Assets\\Effects\\Protoss\\ProtossSmallUnitDeath\\ProtossSmallUnitDeath.m3", false)
// L993
PreloadModel("Assets\\Doodads\\THorner05SElectricalArcs\\THorner05SElectricalArcs.m3", false)
// L994
PreloadModel("Assets\\Doodads\\TempleStoneInlay\\TempleStoneInlay.m3", false)
// L990
PreloadModel("Assets\\Units\\Protoss\\PurifierMatrix\\PurifierMatrix.m3", false)
// L991
PreloadModel("Assets\\Effects\\Protoss\\ProtossLargeUnitDeath\\ProtossLargeUnitDeath.m3", false)
// L992
PreloadModel("Assets\\Effects\\Protoss\\ProtossSmallUnitDeath\\ProtossSmallUnitDeath.m3", false)
// L993
PreloadModel("Assets\\Doodads\\THorner05SElectricalArcs\\THorner05SElectricalArcs.m3", false)
// L994
PreloadModel("Assets\\Doodads\\TempleStoneInlay\\TempleStoneInlay.m3", false)
# mods/core.sc2mod
// L3433
PreloadModel(lp_file, lp_queue)
// L2929
PreloadModel(lp_file, lp_queue)
# mods/heroesmapmods/battlegroundmapmods/infernalshrinesdata.stormmod
// L41
PreloadModel("Assets\\Units\\Mercs\\Storm_Merc_HvH2_Punisher_Arcane\\Storm_Merc_HvH2_Punisher_Arcane.m3", false)
// L42
PreloadModel("Assets\\Units\\Mercs\\Storm_Merc_HvH2_Punisher_Arcane_Death\\Storm_Merc_HvH2_Punisher_Arcane_Death.m3", false)
// L43
PreloadModel("Assets\\Effects\\Storm_FX_Merc_HvH2_Punisher_Arcane_LeapImpact\\Storm_FX_Merc_HvH2_Punisher_Arcane_LeapImpact.m3", false)
// L44
PreloadModel("Assets\\Effects\\Storm_FX_Merc_HvH2_Punisher_Arcane_Beam_Cast\\Storm_FX_Merc_HvH2_Punisher_Arcane_Beam_Cast.m3", false)
// L47
PreloadModel("Assets\\Units\\Mercs\\Storm_Merc_HvH2_Punisher_Frozen\\Storm_Merc_HvH2_Punisher_Frozen.m3", false)
// L48
PreloadModel("Assets\\Units\\Mercs\\Storm_Merc_HvH2_Punisher_Frozen_Death\\Storm_Merc_HvH2_Punisher_Frozen_Death.m3", false)
// L49
PreloadModel("Assets\\Effects\\Storm_FX_Merc_HvH2_Punisher_Frozen_LeapImpact\\Storm_FX_Merc_HvH2_Punisher_Frozen_LeapImpact.m3", false)
// L50
PreloadModel("Assets\\Effects\\Storm_FX_Merc_HvH2_Punisher_Frozen_FrostExplosion_Cast\\Storm_FX_Merc_HvH2_Punisher_Frozen_FrostExplosion_Cast.m3", false)
// L51
PreloadModel("Assets\\Effects\\Storm_FX_Merc_HvH2_Punisher_Frozen_FrostExplosion\\Storm_FX_Merc_HvH2_Punisher_Frozen_FrostExplosion.m3", false)
// L54
PreloadModel("Assets\\Units\\Mercs\\Storm_Merc_HvH2_Punisher_Mortar\\Storm_Merc_HvH2_Punisher_Mortar.m3", false)